9# include <Metal/Metal.h>
18# define metal_printf VLOG(4) << string_printf
22enum AppleGPUArchitecture {
35 static int get_apple_gpu_core_count(id<MTLDevice> device);
36 static AppleGPUArchitecture get_apple_gpu_architecture(id<MTLDevice> device);
37 static int optimal_sort_partition_elements();
38 static string get_device_name(id<MTLDevice> device);
42class MetalBufferPool {
43 struct MetalBufferListEntry {
45 id<MTLCommandBuffer> command_buffer;
47 std::vector<MetalBufferListEntry> temp_buffers;
49 size_t total_temp_mem_size = 0;
54 id<MTLBuffer> get_buffer(id<MTLDevice> device,
55 id<MTLCommandBuffer> command_buffer,
60 void process_command_buffer_completion(id<MTLCommandBuffer> command_buffer);
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a vector
SIMD_FORCE_INLINE btScalar length() const
Return the length of the vector.
CCL_NAMESPACE_BEGIN struct Options options
#define CCL_NAMESPACE_END
CCL_NAMESPACE_BEGIN typedef std::mutex thread_mutex